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Computer Science Unplugged

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Title: Computer Science Unplugged


1
Computer Science Unplugged
  • Dr. Tom CortinaCarnegie Mellon University

2
Computer Science Unplugged
  • CS Unplugged is a book of activities that
    illustrate computer science principles without
    using a computer.
  • Activities are short and are designed to be
    easily integrated into classes and include
    exercises and lesson plans for teachers.

3
CS UNPLUGGED
  • The basic edition of Computer Science Unplugged
    has 20 classroom exercises for you to use with
    your students.
  • Each exercise has a number of extensions,
    activities and background information.
  • All activities can be done without the use of
    computers, but they all demonstrate fundamental
    principles used in computers today.

4
FORMATS
  • Activities
  • Books
  • Show
  • Web site
  • Videos
  • Garden

5
COUNT THE DOTS
  • Data in computers is stored and transmitted as a
    series of zeros and ones.
  • How can we represent words and numbers using just
    these two symbols?

6
COUNT THE DOTS
  • Letters are represented in computers in binary
    also
  • A 1 000012
  • B 2 000102
  • C 3 000112
  • D 4 001002
  • ...
  • Z 26 110102

7
COUNT THE DOTS
  • 01010
  • 10101
  • 10011
  • 10100
  • 01001
  • 01110
  • 00010
  • 01001
  • 00101
  • 00010
  • 00101
  • 10010

J U S T I N B I E B E R
A 1 B 2 C 3 D 4 E 5 F 6 G 7 H 8 I 9 J 1
0 K 11 L 12 M 13
N 14 O 15 P 16 Q 17 R 18 S 19 T 20 U 21 V
22 W 23 X 24 Y 25 Z 26
8
COUNT THE DOTS
  • HAPPY BIRTHDAY, ANTONIO BANDERAS!

Born August 10, 1960
9
HAPPY BIRTHDAY?
  • HAPPY BIRTHDAY, GEORGE W. BUSH!

Born July 6, 1946
10
COLOR BY NUMBERS
  • Computer screens are divided up into a grid of
    small dots called pixels (picture elements). In a
    black and white picture, each pixel is either
    black or white.
  • Computers store drawings, photographs and other
    pictures using only numbers.
  • The following activity demonstrates how a
    computer image can be stored efficiently.

11
COLOR BY NUMBERS
  • The letter a has been magnified to show the
    pixels. When a computer stores a picture, all
    that it needs to store is which dots are black
    and which are white.

1,3 4,1 1,4 0,1,3,1 0,1,3,1 1,4






12
COLOR BY NUMBERS
6,5,2,3 4,2,5,2,3,1 3,1,9,1,2,1 3,1,9,1,1,1 2,1,11
,1 2,1,10,2 2,1,9,1,1,1 2,1,8,1,2,1 2,1,7,1,3,1 1,
1,1,1,4,2,3,1 0,1,2,1,2,2,5,1 0,1,3,2,5,2 1,3,2,5






















































































































































































13
COLOR BY NUMBERS
  • This technique is called run-length encoding.
  • Fax transmission
  • Compression of images
  • Color encoding
  • Use two numbers per run
  • First number is how many pixels as before
  • Second number is what color (1red, 2green, ...)

14
YOU CAN SAY THAT AGAIN!
  • Since computers only have a limited amount of
    space to hold information, they need to represent
    information as efficiently as possible. This is
    called compression.
  • By coding data before it is stored, and decoding
    it when it is retrieved, the computer can store
    more data, or send it faster through the
    Internet.
  • This exercise illustrates how a children's rhyme
    can be compressed.

15
YOU CAN SAY THAT AGAIN!
  • PITTER PATTER
  • PITTER PATTER
  • LISTEN TO THE RAIN
  • PITTER PATTER
  • PITTER PATTER
  • ON THE WINDOW PANE

16
YOU CAN SAY THAT AGAIN!
  • PITTER PATTER
  • PITTER PATTER
  • LISTEN TO THE RAIN
  • PITTER PATTER
  • PITTER PATTER
  • ON THE WINDOW PANE

BEFORE 78 letters
AFTER29 letters
17
YOU CAN SAY THAT AGAIN!
  • The arrows and boxes are presented with 2
    numbers.
  • PITTER PA(7,4)
  • 7 count back 7 positions
  • 4 copy 4 letters/spaces
  • Sometimes boxes point back to a box with a blank
    inside.

18
YOU CAN SAY THAT AGAIN!
  • The storage capacity of computers is growing at
    an unbelievable rate.
  • In the last 25 years, the amount of storage
    provided on a typical computer has grown about a
    million fold.
  • We can compress the data so that it takes up less
    space.
  • This exercise uses Ziv-Lempel coding, or LZ
    coding, invented by two Israeli professors in the
    1970s.
  • ZIP files, GIF images

19
CARD FLIP MAGIC
  • When data is stored on a disk or transmitted from
    one computer to another, we usually assume that
    it doesn't get changed in the process. But
    sometimes things go wrong and the data is changed
    accidentally.
  • This activity uses a magic trick to show how to
    detect when data has been corrupted, and to
    correct it.

20
CARD FLIP MAGIC
21
CARD FLIP MAGIC
  • This exercise illustrates even parity.
  • When computer data is transmitted to another
    computer, extra bits are added so that the number
    of 1s is even.
  • The receiving computer can detect if something
    gets messed up during the transmission and can
    correct it if there is one error.
  • What happens if there are two errors?

22
CARD FLIP MAGIC
  • Another example of parity (checksum digits)
  • Algorithm
  • Add the digits (up to but not including the
    check digit) in the odd-numbered positions
    (first, third, fifth, etc.) together and
    multiply by three.
  • Add the digits (up to but not including
    the check digit) in the
    even-numbered positions (second, fourth, sixth,
    etc.) to the result.
  • Take the remainder of the result divided by 10
    (modulo operation) and subtract this from 10 to
    derive the check digit.

checksum digit
23
LIGHTEST HEAVIEST
  • Computers are often used to put lists into some
    sort of order (e.g. names into alphabetical
    order, appointments or e-mail by date, etc.)
  • If you use the wrong method, it can take a long
    time to sort a large list into order, even on a
    fast computer.
  • In this activity children will discover different
    methods for sorting, and see how a clever method
    can perform the task much more quickly than a
    simple one.

24
LIGHTEST HEAVIEST
  • Start with 8 containers with different amounts of
    sand or water inside. Seal tightly.
  • Children are only allowed to use the scales to
    compare the relative weights of two containers.
  • Only two containers can be compared at a time.

25
LIGHTEST HEAVIEST
  • METHOD 1 is called Selection Sort.
  • METHOD 2 is called Quick Sort.
  • Generally, quick sort is a lot faster than
    selection sort is.

26
TWENTY GUESSES
  • Can you read the following sentence?
  • Ths sntnc hs th vwls mssng.
  • You probably can, because there is not much
    "information" in the vowels.
  • This activity introduces a way of measuring
    information content.

27
TWENTY GUESSES
  • I am thinking of a number between0 and 127.
  • Start off with 20 pieces of candy.
  • You may only ask questions that have a "yes" or
    "no" answer.
  • For each question, you will lose one piece of
    candy.
  • Once you guess correctly, you can keep whatever
    candy remains.

28
TWENTY GUESSES
  • To pick a number between 0 and 127, you only need
    7 guesses.
  • Always shoot for the middle number of the range
    and eliminate half the possibilities!
  • This concept is called binary search.
  • If the number was between 0 and 1,023, you would
    only need 3 additional guesses.
  • You can guess a number between 0 and 1,048,575
    in only 20 guesses!

29
BEAT THE CLOCK
  • This activity illustrates structures used in
    parallel sorting networks.
  • Kids sort data by walking through a sorting
    network laid out on the floor.
  • The network simulates how a parallel network
    would sort data.
  • Kids find out that data can be sorted a lot
    faster in parallel!

30
BEAT THE CLOCK
31
BEAT THE CLOCKVIDEO ONLINE MATERIAL
  • csunplugged.org
  • video.google.com
  • Search for computer science unplugged
  • National Center for Women in Information
    Technology
  • Promising Practices flyers

32
BATTLESHIPS
  • Computers are often required to find information
    in large collections of data.
  • Computer scientists study quick and efficient
    ways of doing this.
  • This activity demonstrates three different search
    methods so children can compare them.

33
BATTLESHIPS
  • Battleships are lined up at sea.
  • Each battleship has a number that is hidden.
  • How many guesses does it take for you to find a
    specific battleship?
  • The number of guesses is the child's score.
  • The lowest score wins.

34
BATTLESHIPS
GAME 1 Ships are randomly ordered.
1630 9263 4127 405 4429
7113 3176 4015 7976
88 3465 1571 8625
2587 7187 5258 8020 1919
141 4414 3056 9118
717 7021 3076 3336
FIND SHIP 717
35
BATTLESHIPS
GAME 2 Ships are in increasing order.
33 183 730 911
1927 1943 2200 2215 3451
3519 4055 5548 5655
5785 5897 5905 6118 6296
6625 6771 6831 7151 7806
8077 9024 9328
FIND SHIP 5905
36
BATTLESHIPS
GAME 3 Ships are ordered into 10 groups based
onthe sum of the digits of the ship modulo 10.
9308 1478 8417 9434
3121 9503 1114 7019
6519 2469 5105
1524 8112 2000
9050 1265 5711
4200 7153 6028
2385 5832 1917
1990 2502
4135
FIND SHIP 9503
37
BATTLESHIPS
  • These three games illustrate
  • linear search
  • binary search
  • hashing
  • What is the maximum number of guesses required
    for each of these search techniques
  • for 26 battleships?
  • for n battleships?

38
THE MUDDY CITY
  • Our society is linked by many networks
    telephone, utilities, roads
  • For a particular network, there is usually some
    choice about where the links can be placed.
  • This exercise examines a complete network to
    determine the links necessary to connect all the
    components of the network at minimal cost.

39
THE MUDDY CITY
40
THE MUDDY CITY
41
THE MUDDY CITY
a graph
42
THE MUDDY CITY
43
THE MUDDY CITY
44
THE MUDDY CITY
  • This exercise illustrates how to build what we
    call the minimal spanning tree.
  • A tree does not have any cycles where you can get
    back to where you were before.
  • This exercise does not give us the shortest path
    from one location to another.
  • But there is another algorithm for that!

45
TREASURE HUNT
  • Computer programs often need to process a
    sequence of symbols such as words in a document
    or even the text of another program.
  • Computer scientists use a Finite State Machine
    (FSM), a set of instructions to see if the
    sequence is acceptable or not.
  • This exercise uses the FSM idea using treasure
    maps!

46
TREASURE HUNT
  • Goal Find Treasure Island, starting from
    Pirates' Island.
  • Friendly pirate ships sail along fixed routes
    between islands offering rides to travelers.
  • Each island has two departing ships, A and B.
  • Determine all possible sequences of ships that a
    traveler can take to arrive at Treasure Island.
  • Use your map to record all the ship routes.

47
TREASURE HUNT
What is the quickest route?
"directed graph"
48
Traffic Light State Machine
Sensor S
?(TM ? S)
START
GR
TM ? S (RESET TY)
TY (RESET TM)
Main St
RY
YR
Side St
? TY
? TY
CMCS
TY (RESET TS)
CM Light Color for Main Street CS Light Color
for Side Street
TS ? S (RESET TY)
RG
TM Boolean Timer for Min. Green Light on Main
St. TS Boolean Timer for Max. Green Light on
Side St. TY Boolean Timer for Yellow Light
? TS ? S
49
Cell Phone State Machinein Unified Modeling
Language (UML)
from Object-Oriented Software Development Using
Java by Xiaoping Jia
On
Standby
incoming call
keypad-unlock
power-on
keypad-lock
end
Active
Dialing
Ringing
Off
connection-fail
0-9
talk
Connecting
talk
power-off
Talking
Entry LCDOn() Exit LCDOff()
connection-succeed
50
THE ORANGE GAME
  • When you have a lot of people using one resource
    (such as cars using roads, or messages getting
    through the Internet), there is the possibility
    of "deadlock".
  • A way of working cooperatively is needed to avoid
    this happening.
  • This exercise illustrates cooperative problem
    solving and (potentially) deadlock.

51
THE ORANGE GAME
  • A shared resourcein Pittsburgh

52
THE ORANGE GAME
  • A shared resourcein New York

53
THE ORANGE GAME
  • Set up
  • Each child is assigned a label or color.
  • Give two labeled oranges (or colored balls) to
    each child except one child, who gets only one.
  • Each child should not hold his or her own label
    or color initially.
  • The children form a circle.
  • Goal
  • Each child must end up with the orange(s)/ball(s)
    of his or her own label/color.

54
THE ORANGE GAME
  • Passing Rules
  • Only one orange/ball may be held in each hand.
  • An orange/ball can only be passed to an empty
    hand of an immediate neighbor in the circle. (A
    child can pass either of their two oranges/balls
    to their neighbor.)
  • (optional) No talking.

55
THE ORANGE GAME
  • Alternate Configurations

56
THE ORANGE GAME
  • Routing and deadlock are problems in many
    networks, such as road systems, telephone and
    computer systems.
  • Engineers spend a lot of time figuring out how to
    solve these problems - and how to design networks
    that make the problems easier to solve.

57
MARCHING ORDERS
  • Computers are usually programmed using a
    "language", which is a limited vocabulary of
    instructions that can be obeyed.
  • One of the most frustrating things about
    programming is that computers always obey the
    instructions to the letter, even if they produce
    a crazy result.
  • This activity gives kids some experience with
    this aspect of programming.

58
MARCHING ORDERS
59
MARCHING ORDERS
60
PBJ TIME!
  • Is this a good algorithm for making a PBJ
    sandwich?
  • 1. Pick up some bread and put it on the table.
  • 2. Put peanut butter on the bread.
  • 3. Pick up some more bread and put it on the
    table.
  • 4. Get jelly out of the jar.
  • 5. Spread the jelly on second piece of bread.
  • 6. Put the pieces of bread together to make your
    sandwich.

61
CS UNPLUGGED
  • The teacher's version of Computer Science
    Unplugged is available online at
  • http//www.csunplugged.org
  • The book is FREE to download and use!
  • Additional material will be published soon to add
    even more activities, including video to
    demonstrate how to use these activities
    effectively in your classroom.

62
Computer Science Unplugged
  • 10100 01000 00001 01110 01011
  • 11001 01111 10101
  • (THANK YOU)
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